After the remake of
Silent Hill 2's release, Konami sought to revive the franchise by focusing on "new" and "independent" projects rather than just remakes.
Konami enlisted writer
Ryukishi07, known for his visual novel
Higurashi When They Cry, as they believed they needed someone who could "really understand the essence of Japanese horror". Even though the game was conceived as a standalone story, the developers included references to previous
Silent Hill games. While the series originally blended Japanese and Western horror elements, Konami felt it had become overly
westernized, diminishing its Japanese influence. Consequently, the team decided to create
Silent Hill f as a "100% Japanese horror", emphasizing its Japanese "essence", which they regarded as central to the series despite the story usually taking place in the United States. Shifting the setting from the titular town to Japan posed a challenge, as the developers aimed to maintain the series' core themes of "portraying characters' struggles with the evil within themselves—sin, discontent, frustration, and conflict". The game's primary setting of Ebisugaoka was inspired by the Kanayama area of
Gero, Gifu. Ryukishi07 suggested Kanayama after comparing various locations, saying that its "extremely unique townscape" reflected the passage of time and the way its structures had evolved alongside residents' lifestyles. The team visited Kanayama to photograph modern sites and used reference materials to authentically recreate the 1960s setting. Ryukishi07 noted female characters in the previous
Silent Hill games had endured significant suffering. With
Silent Hill f, he sought to create a protagonist, Hinako Shimizu, who actively makes her own choices rather than being "pulled along by the story". Hinako is portrayed by
Konatsu Kato in Japanese and
Suzie Yeung in English. To further highlight the creative process behind the project, Konami and NeoBards released a behind-the-scenes featurette during the
Konami Press Start stream, offering insights from key staff such as director Al Yang and senior producer Albert Lee on the game's themes, visual design, and development challenges. The video emphasized NeoBards' focus on blending traditional Japanese horror aesthetics with modern game design, as well as their collaboration with Ryukishi07 and artist kera to realize the world of
Silent Hill f. Artist Kera aimed for a visual style distinct from the "blood-smeared, rusting scenery" of previous installments while retaining a sense of familiarity. She remarked that the most challenging aspect was monster creations, This marked the first in-depth public showcase of the title's gameplay, atmosphere, and narrative structure. At the event, representatives from
NeoBards Entertainment, including director Al Yang and producer Albert Lee, provided context on the design direction. Yang emphasized the team's goal of introducing "a different kind of action emphasis" compared to previous entries in the series, aiming for a balance between traditional psychological horror and more tactile, strategic combat. He also noted that the game avoids relying on ranged weapons entirely, instead centering gameplay around close-quarters encounters. Writer Ryukishi07, known for his work on the
Higurashi and
Umineko visual novel series, commented that
Silent Hill f explores themes meant to provoke discomfort rooted in emotional and personal trauma.
Silent Hill series producer Motoi Okamoto spoke briefly about the game's art direction, one of the core pillars of the new entry, stating that the team set out to merge grotesque horror with natural beauty to deliver a powerful tonal contrast. The team also spoke briefly about the visual inspirations behind the game's protagonist and creature design, describing the aesthetic as a fusion of delicate beauty and rot. Additionally, composers Dai and Xaki, who previously collaborated with Ryukishi07, contributed to the project. Yamaoka focused on infusing the music with the series' Japanese "essence", reflecting his own cultural identity "as much as possible in my own way". Inage stated that he "blend[ed] ancient Japanese court music with ambient echoes", using various techniques to convey "agony, internal conflict, fear, and other emotions". The developers also traveled to Kanayama to record its
soundscape. == Release ==